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Druid Warrior O.C.C.Edit

(Version 1.00 - Last Modified: 05/16/2004)Edit

Inspired by the Druid class in Diablo II from Blizzard Entertainment



Nature can be a cruel, violent place, but at home in the wild and untamed places of the world is the Druid. At peace with nature and animals, no one is better then the Druid at exploring and using the resources available in the wild. Unfortunately, not everything in nature belongs there. Evil monsters, demons, and supernatural creatures have invaded most of the natural forests of the world. These creatures have made their homes on the bones of the animals that naturally inhabit these forests. The arrival of some of these monsters date back to the time of the Old Ones, but that does not make them any more natural in the eyes of the Druids. To help fight these creatures and those that would destroy the forest for their own gain, the Druids began training a new member of their order, a defender capable of fighting and defeating these enemies with strength, where the Druids normally relied on magic, they created the Druid Warrior.



Druid Warriors are infused with both magic and strength, capable of fighting with both, which gives them an advantage over those expecting to face only a magic-wielding Druid. The Druid Warriors are trained in three distinctive schools, but each requires a great deal of dedication by the Druid Warrior, so it is impossible to truly master all three schools. The first school is purely about magic. It trains the Druid Warrior to harness the magic of the elements, allowing them to cast elemental magic spells similar to a Warlock, but without the commitment or association with elementals. Unfortunately, the number of spells available to the Druid Warrior are limited compared to a Warlock, but can come from all four elemental schools. The second school of training is focused on summoning powerful creatures to aid the Druid Warrior. Some creatures join the Druid Warrior in combat, like the dire wolves, while others provide the Druid Warrior with additional strength or health, like the Oak Sage spirit. The third and final school of training is focused on transforming the Druid Warrior into a powerful spirit of nature. The Druid Warrior first learns how to transform into a wolf-like creature, and then a bear-like creature, and finally into a powerful force of nature. This final school is the most dedicated to personal combat and allows the Druid Warrior to go head-to-head with even demons.



Druid Warriors are a priceless addition to the druid orders, but like most druids, the Druid Warriors have an independent streak, and often travel on their own or with a group of fellow adventurers, before finally settling with a druid order. The Druid Warriors can be found wherever druids normally are found, but Druid Warriors have been known to travel far and wide in search of dangers to the wilderness they love and cherish. Druid Warriors are also among the few adventurers that have been known to wander into the Land of the Damned and return sane, however, few have ever journeyed beyond the forest known as the Darkest Heart.






O.C.C. Abilities:Edit

  1. Area of Specialization


A druid warrior begins at zero level in each of the areas of specialization, and at each level of experience, including the first level, the druid warrior can improve their level in two of the areas by one. This means that it is impossible for a druid warrior to have 15th level of experience in all three categories. Druid Warriors use their level in an area of specialization as their level of experience for abilities and spells granted by that area of specialization. For example, a fifteenth level Druid Warrior that has six levels in Elemental Magic casts spells as a sixth level character.


    • Elemental Magic:

This area of specialization focuses on casting elemental spells similar to a Warlock. One important difference with the Druid Warriors is that they have no direct relationship with elementals. Druid Warriors gain none of the special abilities of a Warlock and have no special relationship with elementals that Warlocks possess. As the Druid Warrior gain each new level in this category, including first level, add +1D6+3 PPE to the Druid Warrior's permanent PPE base.


Level:

Spells:

1

Select one spell from each of the four elemental categories. Spells can be selected from level 1 only.

2

Select one spell from each of two elemental categories. Spells can be selected from levels 1 and 2.

3

Select one spell from each of two elemental categories. Spells can be selected from levels 1 and 2.

4

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 3.

5

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 3. The Druid Warrior gains +1 to Spell Strength.

6

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 4.

7

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 4.

8

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 5.

9

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 5.

10

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 6. The Druid Warrior gains +1 to Spell Strength.

11

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 6.

12

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 7.

13

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 7.

14

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 8.

15

Select one spell from each of two elemental categories. Spells can be selected from levels 1 to 8. The Druid Warrior gains +1 to Spell Strength.


    • Animal Summoning:

The Animal Summoning specialization allows the Druid Warrior to surround himself with a number of magical creatures that he has created through the use of special rituals. These animals help in many different ways; some are good in combat while others enhance the Druid Warrior directly. At first level, the Druid Warrior can select a spell from the following list: Summon Spectral Raven, Summon Poison Creeper, or Summon Oak Sage. At third level, the Druid Warrior can select an additional spell from the list given above or from the following list: Summon Spirit Wolf. At fifth level, the Druid Warrior can select an additional spell from the list given above. At eighth level, the Druid Warrior can select an additional spell from the lists given above or from the following list: Summon Carrion Creeper or Summon Dire Wolf. At tenth level, the Druid Warrior can select an additional spell from the lists given above or from the following list: Summon Heart of the Wolverine or Summon Solar Creeper. At twelfth level, the Druid Warrior can select an additional spell from the lists given above. At fifteenth level, the Druid Warrior can select an additional spell from the lists given above or from the following list: Summon Dire Bear or Summon Spirit of Barbs. See Druid Warrior Spells and Druid Warrior Summoned Creatures for more details on the powers of this area of specialization.

    • Transformation:

The Transformation area of specialization is the most combat oriented specialization available to the Druid Warrior. This category allows the Druid Warrior to transform into a powerful creature of nature. See Druid Warrior Transformation Abilities for more details on the powers of this area of specialization.


Level:

Transformation Abilities:

1

Can transform into Wolf Form.

2

3

Can transform into Bear Form.

4

5

Gains Feral Rage (Wolf form only) and Maul (Bear form only)

6

7

Gains Rabies (Wolf form only)

8

Gains Animal Casting (Both forms)

9

Gains Fire Claws (Both forms)

10

11

Gains Shock Wave (Bear form only)

12

13

Gains Hunger (Both forms)

14

15

Gains Fury (Both forms)





  1. The Five Laws


Like normal Druids, the Druid Warriors follow the five laws: the Law of Rebound, the Law of Equals, the Law of Appearances, the Law of Summoning, and the Law of Cause and Effect. These laws are fully described in the Druid O.C.C. in the Palladium Fantasy main book, page 74 and 75.






  1. Druid Abilities


At first level, all Druid Warriors have the following abilities similar to a first level Druid: Secret Writing - Oghrune and Knowledge of Sacred Sites. Both abilities are are fully described in the Druid O.C.C. in the Palladium Fantasy main book, page 75.






  1. Druid Warrior & Armor


Most Druid Warriors will only wear and use armor made from natural materials, including padded leather and even armor made from wood or bark. They will not wear armor or use weapons made of processed metal. Furthermore, covering oneself in metal is confining, removing one from nature and interferes with magic (from the Elemental Magic area of specialization). Metal armor may only be worn as a disguise, with the usual encumbrance penalties: -5% to prowl, swim, and climb in studded leather, -10% to prowl, swim, or climb in chain or scale mail, and -15% to prowl and -20% to climb / scale walls or swim in fully split or plate armor. Like normal druids, most druid warriors prefer to wear soft or studded leather armor or magic armor made of cloth or leather.






  1. Permanent P.P.E. Base


Like most magic users, Druid Warriors are living PPE batteries and possess large amounts of PPE. Druid Warriors receive 1D6x10+30 PPE plus their PE attribute at first level and an additional +1D6+3 per level of experience. The Druid Warrior can draw PPE out of creatures and ley lines normally.






  1. Bonuses


Druid Warriors receive +2 to PE attribute, +1D6 to Spd attribute, +1 to save vs. magic at levels 5, 10, and 15, +4 to save vs. possession and mind control, and +6 to save vs. horror factor.






Attribute Requirements:Edit

  • IQ of 9 and PE of 12.





O.C.C. Skills:Edit

  • Language: Native Tongue (at 98%)
  • Language: Two of choice (+20%)
  • Lore: One of choice (+15%)
  • Math: Basic (+20%)
  • Detect Ambush (+10%)
  • Animal Husbandry (+20%)
  • Land Navigation (+15%)
  • Wilderness Survival (+20%)
  • W.P.: Staff
  • W.P.: Two of choice
  • Hand-to-Hand Combat: Expert (Hand-to-Hand combat can be improved to Martial Arts at the cost of one OCC Related Skill, but this can only be done at first level)





O.C.C. Related Skills:Edit

  • Select six other skills. Select one additional skill at level 3, 6, 9, 12, and 15. All new skills start at a level one proficiency.
  • Communications: None
  • Domestic: Any (+5%)
  • Espionage: Detect Concealment, Intelligence, Sniper, and Track Humanoids only (+5%)
  • Horsemanship: General or Exotic only
  • Medical: Holistic Medicine only (+10%)
  • Military: Camouflage, Falconry, Interrogation Techniques, and Surveillance only (+10%)
  • Physical: Any except Acrobatics and Boxing
  • Rogue: Recognize & Use Poison only (+10%)
  • Science: None
  • Technical: Any (+10%)
  • W.P.: Any except Siege and Lance
  • Wilderness: Any (+10%)





Secondary Skills:Edit

  • The Druid Warrior can select four secondary skills from the list of available skill categories at level one and an additional two skills at levels 2, 5, 7, 10, and 13. Secondary skills do not receive any bonuses listed above and all new skills start at a level one proficiency.





Standard Equipment:Edit

  • Weapons: Druid Warriors dislike weapons made of processed iron and meal compounds and avoid using them except under extreme circumstances. As a rule, Druid Warriors use weapons made of wood, stone, or a combination of wood and stone. Staves, spears, clubs, hammers, sling, and bow weapons are amount the weapons most commonly used by the woodland warriors. Even knives and short swords are likely to be made of chipped or chiseled stone. Starts with a sharp stone dagger (1D6 damage), a sharp stone short sword (2D4), a wooden staff, and one additional weapon of choice. All are basic S.D.C. weapons of normal quality. Despite their aversion to metal, Druid Warriors will use Holy or Rune weapons made of metal, although a magic wood or stone weapon would be preferred.
  • Armor: A suit of Soft Leather armor (AR of 10, S.D.C. of 20).
  • Other: A set of traveling clothes, a traveling robe with hood, a ceremonial white robe, moccasins, a pair of soft leather gloves, a belt, a backpack, a medium-sized to large purse / satchel, four small sacks, a water skin, a sprig of mistletoe, a clove of garlic, a wood or silver cross, eight wooden stakes, a small mallet, 30' (9.1 m) of rope, a small mirror, and a tinder box.





Money:Edit

  • The character starts with 100 in gold. Additional money will come from services rendered and/or the acquisition of booty. Most Druid Warriors prefer living off the land and have little need or desire for vast wealth and no need for property like a house and servants. However, some collect gems and jewelry as they are considered part of nature's beauty.





Experience Table:Edit

Level:

XP Range:

1

0000 - 1860

2

1861 - 3720

3

3721 - 7440

4

7441 - 14,880

5

14,881 - 23,880

6

23,881 - 34,880

7

34,881 - 48,880

8

48,881 - 68,880

9

68,881 - 92,880

10

92,881 - 124,880

11

124,881 - 166,880

12

166,881 - 212,880

13

212,881 - 272,880

14

272,881 - 324,880

15

324,881 - 384,880




Druid Warrior Transformation AbilitiesEdit

(Version 1.00 - Last Modified: 05/16/2004)Edit

Inspired by the Druid class in Diablo II from Blizzard Entertainment











IntroductionEdit

One of the areas that the Druid Warriors can focus on is their ability to transform into a powerful creature of nature. There are two forms available to the Druid Warrior, the first is a wolf-human hybrid form. The wolf form is stronger and tougher then the Druid Warrior's normal form, but its real strength lies in its speed and agility, making it a deadly combatant. The second form available to the Druid Warrior is a bear-human hybrid form. The bear form sacrifices the wolf form's speed for even greater strength and durability.



The transformation process is quick, requiring only a single melee attack to begin and by the next time the Druid Warrior can act, the transformation is complete. However, the transformation is not permanent and it does have some penalties. To transform, the Druid Warrior must expend 15 PPE, and it lasts for only 1 minute per level of experience. While transformed, the Druid Warrior cannot cast spells, speak any languages, or use any weapons other then their natural weapons and abilities. However, the transformed Druid Warrior can still command any summoned creatures and he still receives any bonuses and abilities that the summoned creatures provided him and he receives any bonuses or protection from spells or abilities used on him before he transformed. Also, the Druid Warriors do not become actual animals, so they retain their former intelligence, they can still read any languages that could read before, understand people speaking, and can make intelligent decisions, they simply cannot talk back, although they can still make gestures.



Once the transformation is complete, any armor and weapons the Druid Warrior was carrying or wearing are absorbed into the transformed body and become useless. However, any bonuses that the weapon, armor, or any other items worn by the Druid Warrior still apply. For example, if the Druid Warrior's weapon provided a bonus of +2 to save vs. lethal poisons, the transformed Druid Warrior would retain that bonus, but the armor could not be damaged and its Armor Rating is irrelevant after the Druid Warrior transforms. In addition, the Druid Warrior cannot activate any abilities on items or equipment that were absorbed, only permanent abilities and abilities used before the transform remain active.






Wolf TransformationEdit

One of the forms that the Druid Warrior can transform into is the Wolf form, which is reminiscent of a Wolfen, but is more feral looking. When the druid warrior transforms, he or she takes on the statistics listed below, which replace the Druid Warrior's old statistics.



  • Attributes:
    • P.S.: 18 (supernatural)
    • P.P.: 26
    • P.E.: 20 (supernatural)
    • P.B.: 14
    • Spd: 50
  • Size: Add 2' (0.6 m) to the Druid Warrior's original height.
  • Weight: Add 150 lbs (68 kg) to the Druid Warrior's original weight.
  • S.D.C.: Double the Druid Warrior's original S.D.C., with a minimum of 60.
  • Hit Points: Double the Druid Warrior's original hit points, with a minimum of 50.
  • Natural A.R.: 10
  • Horror Factor: 14
  • Combat Skills: Same as the Druid Warrior's original combat skills with the following additions: +3 attacks per melee, +2 to strike, +1 to parry, +3 to dodge, and +3 to roll with punch, fall, and impact. Does not include attribute bonuses.
  • Damage: The base damage for a bite attack is 1D4 and base damage for a claw strike is 1D4, but for the claw attack use the damage listed in the 1D4 column as if the character had a strength one category higher. For example, if the character has a strength of 18, use the damage listed from the 21 to 25 for the claw strike.
    • Restrained Claw Strike: 2D4 S.D.C.
    • Full Strength Claw Strike: 3D6 S.D.C.
    • Power Claw Strike: 6D6 S.D.C. (counts as two attacks)
    • Restrained Bite Attack: 1D6 S.D.C.
    • Full Strength Bite Attack: 2D6 S.D.C.
    • Power Bite Attack: 4D6 S.D.C. (counts as two attacks)
  • Natural Abilities:


    1. Level Bonus:


With each new level of experience, the wolf form becomes stronger and faster. At each new level of experience add the following bonuses: +15 S.D.C., +5 Hit Points, +1 to PP, +5 to Spd, and +1D6 PPE. At every other level starting at level 2, add the following bonuses: +1 to PS and PE. At levels 3, 6, 9, 12, and 15 add the following bonuses: +1 attack per melee and +1 to natural armor rating.






Bear TransformationEdit

One of the forms that the Druid Warrior can transform into is the Bear form, which is reminiscent of a Bearman of the North, but is far more feral looking. When the druid warrior transforms, he or she takes on the statistics listed below, which replace the Druid Warrior's old statistics.



  • Attributes:
    • P.S.: 26 (supernatural)
    • P.P.: 14
    • P.E.: 24 (supernatural)
    • P.B.: 14
    • Spd: 30
  • Size: Add 3' (0.9 m) to the Druid Warrior's original height.
  • Weight: Add 250 lbs (113.4 kg) to the Druid Warrior's original weight.
  • S.D.C.: Triple the Druid Warrior's original S.D.C., with a minimum of 100.
  • Hit Points: Triple the Druid Warrior's original hit points, with a minimum of 75.
  • Natural A.R.: 10
  • Horror Factor: 14
  • Combat Skills: Same as the Druid Warrior's original combat skills with the following additions: +1 attack per melee, +4 to strike, +2 to parry, +1 to dodge, and +1 to roll with punch, fall, and impact. Does not include attribute bonuses.
  • Damage: The base damage for a bite attack is 1D4 and base damage for a claw strike is 1D6.
    • Restrained Claw Strike: 2D8 S.D.C.
    • Full Strength Claw Strike: 4D8 S.D.C.
    • Power Claw Strike: 1D6x10 S.D.C. (counts as two attacks)
    • Restrained Bite Attack: 2D6 S.D.C.
    • Full Strength Bite Attack: 4D6 S.D.C.
    • Power Bite Attack: 1D4x10 S.D.C. (counts as two attacks)
  • Natural Abilities:


    1. Level Bonus:


With each new level of experience, the bear form becomes stronger and tougher. At each new level of experience add the following bonuses: +20 S.D.C., +10 Hit Points, +1 to PS, +1 to PE, and +1D6 PPE. At every other level starting at level 2, add the following bonuses: +1 to PP and +3 to Spd. At levels 3, 6, 9, 12, and 15 add the following bonuses: +1 to strike and +1 to natural armor rating. At levels 5, 10, and 15 add the following bonuses: +1 attack per melee.






Special Transformation AbilitiesEdit

In addition to transforming into the wolf and bear forms, a Druid Warrior that gains additional levels in the transformation category gains several special abilities that can be used in one of the forms or both forms. All of these special abilities require PPE to activate and remain active for only a limited duration. These are the only abilities and spells that the Druid Warrior can use while transformed.



Animal Casting (Both forms)Edit

  • Duration: Permanent
  • P.P.E.: None


· Description: Once the Druid Warrior gains this ability, he can cast the elemental spells provided by the Elemental Magic area of specialization while he is in Wolf form or Bear form.


Feral Rage (Wolf form only)Edit

  • Duration: 1 melee round, plus an additional melee at levels 7, 9, 11, 13, and 15.
  • P.P.E.: 25


· Description: While this ability is active, the Druid Warrior enters into a frenzied rage, viciously tearing into any nearby enemies, and becoming stronger and faster with each successful attack. Once this ability is activated, there is no discernible change in the Druid Warrior, but with each successful attack, the Druid Warrior begins to glow red, and each subsequent attack makes the druid glow brighter and brighter.



Each time the Druid Warrior hits a target, she gains a cumulative bonus of +1 to strike, +2 to damage, +1 to PP, and +1 to Spd, and the Druid Warrior is healed 2% of the damage inflicted (rounding up). At every other level of experience starting at level 7 (so at levels 7, 9, 11, etc.), the Druid warrior receives an additional bonus of +1 to strike, +2 to damage, +1 to PP, and +1 to Spd, and at levels 8, 11, and 14, the Druid Warrior receives a bonus of +1% to be healed a percentage of the damage inflicted.



For example, if a Druid Warrior with 9 levels in Transformation and using this ability hit targets four times in a row, then for her fifth attack she would receive a bonus of +12 to strike, +24 to damage, 12 to PP, and +12 to Spd, and would be healed +12% of the damage inflicted (rounding up). However, if her attack is dodged or parried, then she loses all of these bonuses and has to start from scratch with no bonuses on her first attack after her previous attack was dodged or parried. No matter what type of combat actions that the target may use, such as simultaneous attack or even roll with punch, impact, or fall, as long as the Druid Warrior's attack hit the target and it was not parried, then it counts as a hit for increasing the bonuses the Druid Warrior receives.


Fire Claws (Both forms)Edit

  • Duration: Instant
  • P.P.E.: 10


· Description: While the Druid Warrior is attacking with a claw attack, she can activate this ability to gain a bonus to strike and to inflict magical fire damage on the target of the attack. Unlike some abilities that require a melee attack to activate, this ability can be activated at will, but only once for each attack. When activated, the Druid Warrior receives a bonus of +4 to strike at level 9 and an additional +1 to strike for each additional level above 9. If the attack hits the target, the attack inflicts an additional +1D6 points of magical fire damage per level of experience starting at level 9. For example, if a Druid Warrior with 12 levels in Transformation used this ability, she would receive a bonus of +7 to strike and would inflict an additional +4D6 points of magical fire damage from the attack.


Fury (Both forms)Edit

  • Duration: Two minutes
  • P.P.E.: 40


· Description: Anger and rage can be a great asset if harnessed properly. This ability allows the Druid Warrior to fly into a merciless rage, increasing both strength and speed. While in a rage, the Druid Warrior receives a bonus of +3D6 to PS attribute, +1D6 to PP and PE, and his Spd attribute triples, to a minimum of 40. The Druid Warrior also gains +3 attacks per melee +4 to initiative, +3 to strike, parry, and dodge, +2 to all other offensive combat actions, +5 to save vs. horror factor, and becomes immune to mind control, pain, and possession. Finally, all attacks by the Druid Warrior that hit the target automatically surpass any natural armor rating that target may possess and all attacks inflict double damage on living creatures, but not to armor, constructs, undead, or objects worn or held by living creatures.


Hunger (Both forms)Edit

  • Duration: Instant
  • Saving Throw: None
  • P.P.E.: 10


· Description: Nature is the provider of all life, but death is also very much a part of nature, and it can snatch life back in an instant. This ability allows the Druid Warrior, in either animal form, to drain the life force of the target to replenish his energies through a bite attack. Unlike some abilities that require a melee attack to activate, this ability can be activated at will, but only once for each bite attack. When activated, the Druid Warrior receives a bonus of +8 to strike at level 13 and an additional +1 to strike for each additional level above 13. If the bite attack hits the target, the attack inflicts only 50% of its normal damage after all damage bonus have been applied, rounding up, but the Druid Warrior is healed by that same amount and they regain PPE equal to twice that number, although they cannot hold more PPE then their normal maximum. For example, if a Druid Warrior with 14 levels in Transformation used this ability, he would receive a bonus of +9 to strike and if the damage the attack would inflict on a normal bite was 16, then an attack using this ability actually inflicts 8 points of damage, but the Druid Warrior is instantly healed 8 points of damage and regains 16 PPE.


Maul (Bear form only)Edit

  • Duration: 1 melee round, plus an additional melee at levels 7, 9, 11, 13, and 15.
  • P.P.E.: 25


· Description: While this ability is active, the bear form's claws and fangs become longer and sharper and the form's muscles become larger, and the bear becomes stronger and more powerful with each successful attack. Once this ability is activated, there is no discernible change in the Druid Warrior, but with each successful attack, the Druid Warrior begins to glow green, and each subsequent attack makes the druid glow brighter and brighter.



Each time the Druid Warrior hits a target, he gains a cumulative bonus of +1 to strike, +4 to damage, and the target becomes shaken for 1 melee round. At every other level of experience starting at level 7 (so at levels 7, 9, 11, etc.), the Druid warrior receives an additional bonus of +1 to strike, +4 to damage, and at levels 8, 11, and 14, the target hit by the attack is shaken for an additional melee round. While shaken, the target loses one attack per melee, either the first attack in a melee or the attack immediately after being hit by the Maul attack, and the target receives a penalty of -2 to all combat roles. These penalties are not cumulative, but the duration is, so a target that is shaken for two rounds and is hit by another attack in the same melee will be shaken for an additional two rounds, for a total of four rounds, but the penalties remain the same, except for the loss of the target's next attack, which still happens.



For example, if a Druid Warrior with 9 levels in Transformation and using this ability hit targets four times in a row, then for his fifth attack he would receive a bonus of +12 to strike, +48 to damage, and the target would be shaken for 8 melee rounds. However, if his attack is dodged or parried, then he loses all of these bonuses and has to start from scratch with no bonuses on his first attack after his previous attack was dodged or parried. No matter what type of combat actions that the target may use, such as simultaneous attack or even roll with punch, impact, or fall, as long as the Druid Warrior's attack hits the target and it was not parried, then it counts as a hit for increasing the bonuses the Druid Warrior receives.


Rabies (Wolf form only)Edit

  • Duration: Instant
  • Saving Throw: Save vs. lethal poison - 14 for partial effect
  • P.P.E.: 8


· Description: While the Druid Warrior is attacking with a bite attack while in the Wolf form, he can activate this ability to transform his normal saliva into a deadly poison. This poison counts as a magical poison for creatures that are immune to non-magical poisons. Unlike some abilities that require a melee attack to activate, this ability can be activated at will, but only once for each attack. When activated, the Druid Warrior receives a bonus of +2 to strike at level 7 and an additional +1 to strike for each additional level above 7. If the attack hits the target, the target must roll to save vs. lethal poison. If the roll is successful, then the target takes only 1D6+2 points of poison damage. However, if the roll is failed, then the target takes 2D6 points of damage immediately and at the beginning of each melee for the next 2 melee rounds. Increase poison damage on a failed roll by +2 at levels 9, 11, 13, and 15, and increase the duration of poison by +1 melee round at levels 11 and and 15. For example, if a Druid Warrior with 12 levels in Transformation used this ability, he would receive a bonus of +7 to strike and if the target of the bite failed the save vs. lethal poison, the target would take 2D6+4 points of poison damage immediately and at the beginning of each melee for 3 melee rounds. If the Druid Warrior inflicts multiple bites on a single target and the target fails multiple rolls vs. lethal poison, then the durations are cumulative but the damage from the poison is not.


Shock Wave (Bear form only)Edit

  • Duration: Instant
  • Area of Effect: 20' (6.1 m) at level 11 and an additional +10 (3 m) for each additional level of experience.
  • Saving Throw: Save vs. magic spell - 12 for partial effect
  • P.P.E.: 35


· Description: This ability allows the Druid Warrior to let out an Earth shaking roar while in Bear form. This roar stuns nearby enemies, causing sonic damage, and has a chance of terrifying most subjects. When the Druid Warrior uses this ability, all non-allies within the area of effect must make a saving throw vs. magic spell or be shaken for 1D4 melee rounds. While shaken, the target loses one attack per melee, either the first attack in a melee or the attack immediately after being hit by the shock wave, and the target receives a penalty of -2 to all combat roles. In addition to being shaken, all targets within the area of effect will take 2D6 points of damage per level of experience, starting at level 11, although a successful save vs. magic spell will reduce this damage by half. Finally, all opponents must make a saving throw vs. horror factor of 15. Increase this horror factor by +1 at levels 13, 14, and 15.




Druid Warrior Summoned CreaturesEdit

(Version 1.00 - Last Modified: 05/16/2004)Edit

Inspired by the Druid class in Diablo II from Blizzard Entertainment











IntroductionEdit

The most frequently taken area of specialization available to the Druid Warrior is Animal Summoning. This area teaches the Druid Warrior a series of powerful rituals that are used to summon a spirit of nature and create a body in the form of a magical animal that will follow the Druid Warrior and obey its commands. These creatures fall into one of three types: animals, vines, and spirits. With the exception of the Spectral Raven, only one type of creature from each category can be assisting the Druid Warrior at any one time. For example, the Druid Warrior can only have one of Carrion Crawler, Poison Crawler, or Solar Crawler helping it at any given moment, not all three or even two of the creatures. The rituals that are used to summon these creatures are described in Druid Warrior Spells.



Even though these creatures are magical in nature and can be recreated simply by performing the appropriate ritual again, Druid Warriors try to avoid throwing away the lives of their summoned creatures. Since the summoned creatures can be dismissed at will, most Druid Warriors would prefer to dismiss a badly damaged summoned creature then watch it be killed, but they suffer no penalties if a summoned creature dies other then losing any benefits that the creature provided.






AnimalsEdit

Unlike the other categories of summoned creatures, almost all of the summoned animals are summoned as a pack of creatures, assuming the Druid Warrior has a high enough level in this area of specialization. This pack of creatures are built for combat and assist the Druid Warrior by attacking the enemies he or she designates. Unlike most of the vine and the spirits, the animals provide no bonuses to the Druid Warrior or his allies other then helping in combat and providing an extra target that the Druid Warrior's opponents must attack. With the exception of the Spectral Raven, only one of the Dire Bear, Dire Wolf, or Spirit Wolf animals can be summoned at the same time. The Spectral Ravens can always be summoned even if the Druid Warrior has summoned a Dire Bear, the Dire Wolves, or the Spirit Wolves.






Dire BearEdit

Quantity or quality? That is the question that the Druid Warrior has to answer when they gain the ability to summon a Dire Bear. The Druid Warrior has to choose between summoning a single Dire Bear or summoning three Dire Wolves. One for one, there is no comparison, the Dire Bear is far stronger then a single Dire Wolf, but with three Dire Wolves, enemies can be distracted and forced to spread out their attacks among four targets instead of just two. However, the Dire Bear is incredibly strong and tough. Larger then even the largest bear on Palladium, the Dire Bear has a feral look to it and has several bone protrusions sticking out across its body. With dark brown fur and long, sharp claws and teeth, the Dire Bear is a dangerous looking animal.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 32 (superhuman)
    • P.E.: 22
    • P.P.: 14
    • Spd: 22
  • Size: 12' to 16' (3.7 m to 4.9 m) long
  • Weight: 1800 to 3200 lbs (816.5 to 1451.5 kg)
  • Hit Points: 320
  • S.D.C.: 460
  • Natural Armor Rating: 13
  • Horror Factor: 10
  • Combat Skills: 6 attacks per melee, +6 to initiative, +10 to strike, and +6 to parry.
  • Damage: The base damage for a bite attack is 2D6 and base damage for a claw strike is 3D6.
    • Claw Strike: 1D4x10+10 S.D.C.
    • Power Claw Strike: 2D4x10+15 S.D.C. (counts as two attacks)
    • Bite Attack: 5D6 S.D.C.
    • Power Bite Attack: 1D6x10 S.D.C. (counts as two attacks)
    • Bear Hug: 5D6 S.D.C. per melee round and automatically pins target
  • Bonuses: +4 to save vs. magic, +4 to save vs. toxins, and +4 to save vs. diseases.
  • Penalties: None
  • Natural Abilities:


    1. Animal Abilities:


Nightvision of 80' (24.4 m), prowl 30%, track by smell 80%, swim 850%, and climb trees 20%. Immune to horror factor and is capable of a burst of speed that increases Spd attribute to 44 for 3D4 minutes.



2. Range of Control:



The Dire Bear must remain within 300' (91.4 m) of the Druid Warrior per level of experience.






Dire WolfEdit

While the Spirit Wolf could be confused with a normal wolf to anyone not looking too closely, the dire wolf will never be confused with a normal wolf. Much larger then a normal wolf, the dire wolf looks more feral and powerful, with large teeth, body protrusions around its body, and long, silver-grey fur. Although the Druid Warrior can only control up to three Dire Wolves, these creatures are very powerful and fight viciously and fearlessly in combat. With powerful jaws and a tough hide, the Dire Wolves are an excellent ally to the Druid Warrior. Often, once a Druid Warrior is capable of summoning the Dire Wolves, they completely forsake the Spirit Wolves, counting on the increased strength and toughness of the Dire Wolves to see them through more fights. Unfortunately, the Dire Wolves look very dangerous and people will react accordingly. Due to their appearance, Dire Wolves are often mistaken for evil creatures and are banned from most populated areas, except for cities in the Great Northern Wilderness, where Druid Warriors are most common.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 24 (Superhuman)
    • P.E.: 17
    • P.P.: 22
    • Spd: 80
  • Size: 6' to 8' (1.8 m to 2.4 m) long with a tail 18" to 28" long (45.7 cm to 71.1 cm)
  • Weight: 120 to 250 lbs (54.4 to 113.4 kg)
  • Hit Points: 80
  • S.D.C.: 180
  • Natural Armor Rating: 10
  • Horror Factor: 8
  • Combat Skills: 5 attacks per melee, +6 to initiative, +10 to strike, and +8 to dodge.
  • Damage:
    • Claw Strike: 2D4 S.D.C.
    • Bite Attack: 6D6 S.D.C.
    • Power Bite Attack: 1D6x10 S.D.C. (counts as two attacks)
  • Bonuses: +1 to save vs. magic, +1 to save vs. toxins, and +1 to save vs. diseases.
  • Penalties: None
  • Natural Abilities:


    1. Animal Abilities:


Nightvision of 150' (45.7 m), prowl 75%, track by smell 98%, swim 80%, can track by scent at a distance of 3 miles (4.8 km), and can leap 8' (2.4 m) high and 20' (6.1 m) long. Immune to horror factor.



2. Range of Control:



The Dire Wolf must remain within 500' (152.4 m) of the Druid Warrior per level of experience.






Spectral RavenEdit

The most basic animal that the Druid Warrior can summon is the Spectral Raven. Small and fast, but not very strong, these creatures are not designed for frontline combat. Instead, the ravens can serve as scouts and as messengers for the Druid Warrior. In addition, the Spectral Ravens are very good at making, pinpoint attacks against an enemy and a common tactic is too use them to attack a target's eyes, hopefully blinding the Druid Warrior's opponent. Spectral Ravens are only vaguely similar to the normal ravens. They have the same shape, but the Spectral Ravens are about twice as large and their feathers have a silver sheen to them and their beak resembles the beak of a bird of prey, not a normal raven. With the eyesight and hearing of a hawk, the Spectral Raven is perfectly suited for its scouting role, but it must remain within a certain range of the Druid Warrior, which can be limiting. A Druid Warrior can control up to five Spectral Ravens and to outside observers all five are identical, but the Druid Warrior is fully capable of telling them apart when needed.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 12
    • P.E.: 13
    • P.P.: 18
    • Spd: 77 flying
  • Size: 18" to 24" (45.7 cm to 61 cm) long
  • Weight: 15 lbs (4.5 kg)
  • Hit Points: 4D6+10
  • S.D.C.: 20
  • Natural Armor Rating: 4
  • Horror Factor: 6
  • Combat Skills: 3 attacks per melee, +3 to initiative, +3 to strike, and +4 to dodge.
  • Damage: The base damage for a bite or talon attack is 2D6 and base damage for a dive talon attack strike is 3D6.
    • Bite Attack: 23D6 S.D.C.
    • Talon Attack: 2D6 S.D.C.
    • Dive Talon Attack: 3D6 S.D.C.
  • Bonuses: None
  • Penalties: None
  • Natural Abilities:


    1. Animal Abilities:


Nightvision of 300' (91.4 m), exceptional vision (can see a foot long rabbit at a distance of up to 2 miles / 3.2 km), prowl 65%, track by smell 66%, and track by sight 80%. Immune to horror factor. Capable of bursts of speed that increase Spd attribute to 110 (75 mph / 120 km/h) for up to 2D4x10 minutes. Capable of performing a dive attack that increases Spd attribute to 220 (150 mph / 240 km/h).



2. Pinpoint Attack:



The Spectral Raven can make accurate attacks even against the smallest of targets, which allow it to make called shots as if they were normal attacks. For example, most called shots require a strike roll of 14 or over to be successful, but the Spectral Raven only needs to make a strike roll of 5 or greater, the same as a normal strike. Of course, the target of the attack can dodge normally.



3. Range of Control:



The Spectral Raven has the longest range of all of the summoned creatures, but it must remain within 2 miles (3.2 km) of the Druid Warrior per level of experience.



· Natural Abilities:






Spirit WolfEdit

The Spirit Wolf is the basic combat unit of the Druid Warrior. Any druid that takes some levels in the summoning specialization quickly gathers a small pack of these wolves. Only slightly more powerful then a normal wolf, these creatures retain all of the instincts of a normal wolf and can hunt and track targets as a normal wolf. However, these creatures are special. They are more intelligent then a normal wolf and with a Druid Warrior directing their actions, they are far more dangerous. Spirit Wolves are slightly larger then a normal wolf with a longer snout filled with sharper teeth. Their fur is very soft and think and is silver-grey in color and glistens in the light. A Druid Warrior can control up to five spirit wolves and while he has complete control over their actions, when resting, they will circle the Druid Warrior to protect him from danger.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 22
    • P.E.: 14
    • P.P.: 18
    • Spd: 60
  • Size: 5' to 6' (1.5 m to 1.8 m) long with a tail 14" to 20" long (35.6 cm to 50.8 cm)
  • Weight: 80 to 150 lbs (36.3 to 68 kg)
  • Hit Points: 50
  • S.D.C.: 80
  • Natural Armor Rating: 8
  • Horror Factor: 6
  • Combat Skills: 4 attacks per melee, +6 to initiative, +8 to strike, and +5 to dodge.
  • Damage:
    • Claw Strike: 1D4+3 S.D.C.
    • Bite Attack: 3D6+7 S.D.C.
  • Bonuses: None
  • Penalties: None
  • Natural Abilities:


1. Animal Abilities:



Nightvision of 80' (24.4 m), prowl 70%, track by smell 90%, swim 80%, can track by scent at a distance of 2 miles (3.2 km), and can leap 6' (1.8 m) high and 15' (4.6 m) long. Immune to horror factor.



2. Range of Control:



The Spirit Wolf must remain within 500' (152.4 m) of the Druid Warrior per level of experience.






VinesEdit

The vines are physical creatures like the animals, but, in general, they provide bonuses to the Druid Warrior in addition to being an extra combatant like the Animals described above. Although originally they were plants, the vines have been magically altered to resemble large snakes and they have a vicious mouth that can deliver a powerful bite. Although they share a common origin, each vine is very unique. One of the most important abilities that all vines share is their ability to magically burrow through inanimate matter. A vine can burrow through sand, mud, stone, and walls as if they weren't there, making it a useful ally to the Druid Warrior. A common tactic in combat is for the vine is hide underground until mentally commanded by the Druid Warrior to attack, catching its target by surprise. Only one of the Carrion Creeper, Poison Creeper, and Solar Creeper vines can be summoned at the same time and only one vine is summoned.






Carrion CreeperEdit

Useful only in certain circumstances, the Carrion Crawler vine appears to be a long, animated vine, with a vicious looking mouth and sharp teeth on one end. Capable of burrowing through the ground rapidly and devouring corpses with incredible speed, the Carrion Crawler is used to eat the bodies of recently dead creatures. The Carrion Crawler then digests the body and transfers the energy and strength it is able to take from the body back to the Druid Warrior. Although some consider this abhorrent, the Druid Warrior knows that eating carrion is a part of nature and should not be denied simply because most humanoids consider it repulsive. In addition to consuming corpses, the Carrion Crawler is also useful against undead creatures, making them weaker and easier for the Druid Warrior to kill. Unfortunately, unless the Druid Warrior is expecting to fight long battles against numerous opponents or expecting to face the undead, the Carrion Crawler sees little use. The Carrion Creeper resembles a long, grey-black snake, except it is made out of plant matter and when it is not moving it can be easily confused with a normal vine. At one end, the vine ends with a vicious looking mouth that can expand similar to a normal snake. Like all vines, the Poison Creeper has no apparent eyes or sensory organs, but it can see quite well and can sense objects touching the ground within a specific radius.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 13
    • P.E.: 12
    • P.P.: 17
    • Spd: 20
  • Size: 10' to 20' (3 m to 6.1 m) long with a diameter of 6" (15.2 cm)
  • Weight: 80 to 120 lbs (36.3 to 54.4 kg)
  • Hit Points: 1D4x10
  • S.D.C.: 6D6+15
  • Natural Armor Rating: 10
  • Horror Factor: 14
  • Combat Skills: 3 attacks per melee, +1 to initiative, +3 to strike, and +2 to dodge. Gains an additional +1 to dodge when in water.
  • Damage:
    • Bite: 3D4 S.D.C.
    • Constriction: 3D6 S.D.C. and pins the target
  • Bonuses: +2 to save vs. magical toxins and +2 to save vs. all types of magic.
  • Penalties: None
  • Natural Abilities:


1. Carrion Feeding:



This is the unique ability of the Carrion Creeper and although grisly for some people, eating the dead is a perfectly ordinary part of nature. Unless it is commanded not to, the Carrion Creeper will automatically start consume a dead opponent, never an ally, as soon as it falls dead. It takes an entire melee round for the Carrion Creeper to consume everything it wants to from the body, no matter how large it is. Each time the Carrion Creeper consumes a body, the Druid Warrior gains the following bonuses: +3 to PS, +2 to PE, +2 to PP, +2D4 to Spd, +5D6 S.D.C., and +2D6 PPE. These bonuses last for 1 hour and are cumulative. The bonus SDC is temporary as well and any damage the Druid Warrior takes is subtracted from it before the Druid Warrior loses of his own SDC to a damaging attack.



2. Undead Disruption:



With its close relationship to death and carrion, the Carrion Creeper is able to emit an invisible energy field that disrupts nearby undead creatures. All undead creatures that are within 20' (6.1 m) of the Carrion Creeper lose 1 attack per melee and suffer a penalty of -2 to all combat rolls. In addition, any damage from the Carrion Creeper or the Druid Warrior, such as from a spell or an attack, inflicts double damage against an undead creature that is within the radius of the disruption field.



3. Burrowing:



The vine can travel through the ground as if it were swimming through water. The vine can travel at its regular speed when traveling underground and can travel through any inanimate material. Although it cannot travel through organic matter, it can still travel through soil but pushing its way between the living matter like a worm. While underground, the vine can travel directly underneath enemies of the Druid Warrior without them being aware and if it strikes from this underground position, the vine gains a surprise attack as if the target had been attacked from behind.



4. Animal Abilities:



Nightvision 60' (18.3 m), Prowl 80%, climb 50%, and swim 60%. Immune to horror factor and all types of non-magical toxins.



5. Range of Control:



The Carrion Creeper must remain within 50' (15.2 m) of the Druid Warrior per level of experience.






Poison CreeperEdit

Unlike the Carrion Creeper, the Poison Creeper is built for combat, or at least its version of combat. Like all the vines, the Poison Creeper can burrow through the ground at incredible speeds and its favorite tactic is to burrow beneath an enemy and bite it by surprise. With its powerful venom delivered through its bite, the Poison Creeper can aid the Druid Warrior by quickly moving about the battlefield, biting one opponent after another, injecting all of them with one of its several venoms. The Poison Creeper resembles a long, grey-green snake, except it is made out of plant matter and when it is not moving it can be easily confused with a normal vine. At one end, the vine ends in a vicious looking mouth with four powerful fangs, each capable of delivering a different venom. Like all vines, the Poison Creeper has no apparent eyes or sensory organs, but it can see quite well and can sense objects touching the ground within a specific radius.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 14
    • P.E.: 14
    • P.P.: 20
    • Spd: 25
  • Size: 10' to 20' (3 m to 6.1 m) long with a diameter of 6" (15.2 cm)
  • Weight: 80 to 120 lbs (36.3 to 54.4 kg)
  • Hit Points: 1D4x10+20
  • S.D.C.: 2D6x10+30
  • Natural Armor Rating: 10
  • Horror Factor: 14
  • Combat Skills: 4 attacks per melee, +3 to initiative, +5 to strike, and +4 to dodge. Gains an additional +2 to dodge when in water.
  • Damage:
    • Bite: 4D4 S.D.C.
    • Constriction: 3D6 S.D.C.
  • Bonuses: +3 to save vs. magical toxins and +4 to save vs. all types of magic.
  • Penalties: None
  • Natural Abilities:


1. Poison Bite:



The main ability of the poison creeper is its ability to deliver a powerful poison with almost every bite it inflicts. Once per melee, the Poison Creeper can inject one of the poisons described below into the victim, which must make a save vs. lethal poison, on a successful bite attack. The first type of poison causes 4D6 points of damage immediately and at the beginning of each melee for 2D4 melees on a failed roll and 1D6 points of damage immediately on a successful roll. The second type of poison causes the victim to become paralyzed for one melee round on a failed roll and suffers a penalty of -1 to all combat rolls on a successful roll as their muscles become sluggish. The third type of poison available to the Poison Creeper mystically drains the victim of 3D6 points of PPE and 2D6 points of ISP on a failed roll and 1D6 points of PPE and 1D4 points of ISP on a successful roll.



2. Burrowing:



The vine can travel through the ground as if it were swimming through water. The vine can travel at its regular speed when traveling underground and can travel through any inanimate material. Although it cannot travel through organic matter, it can still travel through soil but pushing its way between the living matter like a worm. While underground, the vine can travel directly underneath enemies of the Druid Warrior without them being aware and if it strikes from this underground position, the vine gains a surprise attack as if the target had been attacked from behind.



3. Animal Abilities:



Nightvision 80' (24.4 m), Prowl 80%, climb 60%, and swim 65%. Immune to horror factor and all types of non-magical toxins.



4. Range of Control:



The Poison Creeper must remain within 50' (15.2 m) of the Druid Warrior per level of experience.






Solar CreeperEdit

The most violent of all the vines, the Solar Creeper serves two purposes. It enhances the spell casting abilities of the Druid Warrior and it is a useful fighter all on its own. Although it pales in comparison to the Dire Bear, the Solar Creeper is an elusive, precise attacker. It uses its burrowing ability to protect itself between attacks, appearing from beneath the ground only to strike at the enemies of the Druid Warrior. The Solar Creeper is also the most intelligent of the vines and often works without the direct involvement of the Druid Warrior. Like the other two vines, the Solar Creeper resembles a long, snake made out of plant matter, but the Solar Creeper is golden-yellow in color. At one end, the vine ends in a vicious looking mouth with a large number of razor-sharp teeth. Like all vines, the Solar Creeper has no apparent eyes or sensory organs, but it can see quite well and can sense objects touching the ground within a specific radius.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its abilities.
    • P.S.: 17
    • P.E.: 15
    • P.P.: 21
    • Spd: 20
  • Size: 10' to 20' (3 m to 6.1 m) long with a diameter of 6" (15.2 cm)
  • Weight: 80 to 120 lbs (36.3 to 54.4 kg)
  • Hit Points: 2D4x10+40
  • S.D.C.: 4D6x10+60
  • Natural Armor Rating: 12
  • Horror Factor: 14
  • Combat Skills: 5 attacks per melee, +4 to initiative, +7 to strike, and +5 to dodge. Gains an additional +2 to dodge when in water.
  • Damage:
    • Bite: 4D6 S.D.C.
    • Constriction: 3D6 S.D.C.
  • Bonuses: +6 to save vs. magical toxins and +5 to save vs. all types of magic.
  • Penalties: None
  • Natural Abilities:


1. Enhance Magic:



The solar creeper enhances the magical abilities of the Druid Warrior. Each spell cast by the Druid Warrior is cast as if the Druid Warrior were five levels higher and the spell strength of all spells is increased by +2. In addition, the Druid Warrior regains PPE at a rate of 5 points per minute in addition to the amount they regain if they are resting or meditating. Finally, the Druid Warrior becomes more resistant to spells and gains a bonus of +3 to save vs. all types of magic and spells that cause damage only inflict half of their normal damage against the Druid Warrior.



2. Burrowing:



The vine can travel through the ground as if it were swimming through water. The vine can travel at its regular speed when traveling underground and can travel through any inanimate material. Although it cannot travel through organic matter, it can still travel through soil but pushing its way between the living matter like a worm. While underground, the vine can travel directly underneath enemies of the Druid Warrior without them being aware and if it strikes from this underground position, the vine gains a surprise attack as if the target had been attacked from behind.



3. Animal Abilities:



Nightvision 100' (30.5 m), Prowl 90%, climb 60%, and swim 70%. Immune to horror factor and all types of non-magical toxins.



4. Range of Control:



The Solar Creeper must remain within 50' (15.2 m) of the Druid Warrior per level of experience.






SpiritsEdit

The spirits are special summoned creatures. They all appear as small balls of energy that measure 2' (0.6 m) in diameter and their main purpose is not combat, but to enhance the Druid Warrior and his allies. The spirits are intelligent, the most intelligent of the creatures the Druid Warrior can summon, but they have little understanding the world, making them similar to Elementals. They do not distinguish between good and evil as a Human would, but they are dedicated to protecting the things that the Druid Warrior hold dear. The spirits can communicate telepathically with the Druid Warrior as long as they are within the range of control and are good for scouting missions, although as glowing balls of energy, they are not very stealthy, especially at night. As balls of energy, the spirits are weightless and make no noise when they move and are very difficult to damage, at least without magic, but they cannot pass through solid objects, such as a door or a wall unless there is an opening at least 1" (2.5 cm) in diameter. All three types of spirits provide bonuses to the Druid Warrior and a number of selected allies, which can include any of the other summoned animals. Only one of the Heart of the Wolverine, Oak Sage, and Spirit of Barbs spirits can be summoned at the same time and only one spirit is summoned.






Heart of the WolverineEdit

The Heart of the Wolverine is the ultimate spirit available to the Druid Warrior. Specializing in combat, this blue-green, beach ball sized, globe on energy, assists the Druid Warrior, his summoned animals, and his allies by magically increasing their combat abilities and the damage they deal with every attack. The Heart of the Wolverine is the most powerful spirit that a Druid Warrior can summon and it is the most difficult to kill. In addition, the Heart of the Wolvering spirit is the only spirit that will actively engage in combat with the Druid Warrior, the others preferring to float above the battle and attack only those that attempt to attack them with energy attacks. The Heart of the Wolverine, although not as powerful as the summoned animals, can be a powerful addition to the Druid Warrior's entourage, especially if the Druid Warrior focuses on his transformation abilities and regularity engages in melee combat.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: 8
    • P.E.: 14
    • P.P.: 23
    • Spd: 40
  • Size: 2' (0.6 m) in diameter
  • Weight: Weightless
  • Hit Points: 100
  • S.D.C.: 60
  • Natural Armor Rating: 10
  • Horror Factor: 8
  • Combat Skills: 5 attacks per melee, +4 to initiative, +7 to strike, and +4 to dodge.
  • Damage:
    • Energy Beam: 4D6 S.D.C. (range of 150' / 45.7 m)
  • Bonuses: +4 to save vs. all types of magic and +6 to save vs. psionics
  • Penalties: None
  • Natural Abilities:


1. Combat Enhancement:



The Heart of the Wolverine enhances the Druid Warrior and his allies in combat by increase their strength, speed, agility, and natural combat ability. The Druid Warrior and up to one additional ally at levels 1, 3, 6, 9, 12, and 15 chosen by the Druid Warrior begin to glow faintly blue-green and gain the following bonuses: +6 to PS, +4 to PP, +10 to Spd, +2 attacks per melee, +1 to all combat rolls, and +4 to save vs. horror factor. The Druid Warrior can change which allies gain the benefits of the Heart of the Wolverine at will and can choose other summoned creatures, but cannot choose the Heart of the Wolverine itself. The Druid Warrior and his selected allies must be within 10' (3 m) of the spirit per level of experience of the Druid Warrior to be affected by this ability.



2. Damage Resistance:



The spirits are very hard to damage and kill. A spirit is immune to damage from non-magical physical attacks, such as attacks from non-magical weapons and normal creatures, and only takes half damage from physical attacks from a magical source, such as a magical sword or from a natural weapon of a supernatural creature. However, the spirit takes full damage from magical spells, psionic powers, and energy weapons if applicable.



3. Range of Control:



The Heart of the Wolverine must remain within 10' (3 m) of the Druid Warrior per level of experience.






Oak SageEdit

The Oak Sage appears to be a beach ball sized globe of red light. Invulnerable to non-energy attacks, the Oak Sage is difficult to kill in a land filled with swords and arrows, so its benefits are hard to eliminate, unlike most of the other summoned creatures. The Oak Sage assists the Druid Warrior in two ways. First, it provides what wisdom it has on nature and automatically knows critical details about any wilderness area the Druid enters, such as where sources of clean water can be found or where are the greatest dangers to the forest located. Secondly, the Oak Sage increases the health of the Druid Warrior, all other summoned creatures, and the Druid Warrior's allies, making them harder to kill. Finally, the Druid Warrior and his allies heal wounds much faster then they normally would. The Oak Sage, like all other spirits, appears to be a translucent ball of red-colored energy about the size of a standard beach-ball. It floats near the Druid Warrior, preferring to stay as close as possible without interfering with the Druid Warrior in any way.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: 10
    • P.E.: 12
    • P.P.: 20
    • Spd: 35
  • Size: 2' (0.6 m) in diameter
  • Weight: Weightless
  • Hit Points: 30
  • S.D.C.: 20
  • Natural Armor Rating: 8
  • Horror Factor: 8
  • Combat Skills: 3 attacks per melee, +3 to strike, and +3 to dodge.
  • Damage:
    • Energy Beam: 1D6 S.D.C. (range of 50' / 15.2 m)
  • Bonuses: +2 to save vs. all types of magic and +3 to save vs. psionics
  • Penalties: None
  • Natural Abilities:


1. Sage Knowledge:



When summoned, the Oak Sage is magically instilled with the knowledge of the surrounding area. This knowledge continues to expand even while the Druid Warrior travels. This knowledge provides a +20% on all tracking and Wilderness skills and provides the Druid Warrior with a +15% prowl bonus in any natural terrain that he has been in for more then one hour.



2. Enhanced Healing:



The Oak Sage enhances the Druid Warrior and his allies in combat by increasing their healing capabilities. The Druid Warrior and up to one additional ally at levels 1, 3, 6, 9, 12, and 15 chosen by the Druid Warrior begin to glow faintly red and gain the ability to regenerate at a rate of 3D6 points of damage per minute, in addition, any enhanced healing abilities already possess heal twice the normal amount of damage and any healing spells or psionic powers used on an affected person heals three times the normal amount of damage. The Druid Warrior can change which allies gain the benefits of the Oak Sage at will and can choose other summoned creatures, but cannot choose the Oak Sage itself. The Druid Warrior and his selected allies must be within 10' (3 m) of the spirit per level of experience of the Druid Warrior to be affected by this ability.



3. Damage Resistance:



The spirits are very hard to damage and kill. A spirit is immune to damage from non-magical physical attacks, such as attacks from non-magical weapons and normal creatures, and only takes half damage from physical attacks from a magical source, such as a magical sword or from a natural weapon of a supernatural creature. However, the spirit takes full damage from magical spells, psionic powers, and energy weapons if applicable.



4. Range of Control:



The Oak Sage must remain within 30' (9.1 m) of the Druid Warrior per level of experience.






Spirit of BarbsEdit

Like the Oak Sage and the Heart of the Wolverine, the Spirit of Barbs is a beach-ball sized globe of light. While the Oak Sage is supportive in nature and the Heart of the Wolverine is offensive in nature, the Spirit of Barbs is defensive. The Druid Warrior, his summoned animals, and his allies all become harder to damage and kill and their bodies and armor become covered with magical barbs that will latch onto anyone that attacks them with a physical attack. Like the other spirits, the Spirit of Barbs is nearly invulnerable to physical damage and is capable of defending itself by firing a beam of energy, but like the Oak Sage, the Spirit of Barbs will only attack those that attack them with energy attacks. The Spirit of Barbs is dark brown in color, but at night, it gives off no light and can be used to scout ahead of the Druid Warrior, acting as an almost invisible, intangible, and silent spy. However, its espionage capabilities are still limited by the relatively small distance that it can travel away from the Druid Warrior.



  • Racial Type: Supernatural Creature - Creature of Magic
  • Attributes:
    • I.Q.: 8
    • P.E.: 13
    • P.P.: 21
    • Spd: 40
  • Size: 2' (0.6 m) in diameter
  • Weight: Weightless
  • Hit Points: 60
  • S.D.C.: 40
  • Natural Armor Rating: 10
  • Horror Factor: 8
  • Combat Skills: 4 attacks per melee, +2 to initiative, +5 to strike, and +3 to dodge.
  • Damage:
    • Energy Beam: 2D6 S.D.C. (range of 100' / 30.5 m)
  • Bonuses: +3 to save vs. all types of magic and +4 to save vs. psionics
  • Penalties: None
  • Natural Abilities:


    1. Barb Skin:


The Spirit of Barbs enhances the Druid Warrior and his allies in combat by increasing their ability to withstand damage. The Druid Warrior and up to one additional ally at levels 1, 3, 6, 9, 12, and 15 chosen by the Druid Warrior begin to glow faintly brown and gain a natural armor rating of 10 or a bonus of +2 to their AR if they already have natural armor (to a maximum of 18). In addition, all damage from physical attacks, either from a magical or a non-magical source, is reduced by 3 points and those affected grow wicked looking barbs that magically protrude through any armor and clothing they are wearing without harming the armor and clothes. These barbs cause all hand-to-hand attacks by those affected to inflict an additional +1D6 points of damage and all natural weapon attacks against those affected inflicts 1D4 points of damage on the attacker as they are cut and caught on the sharp barbs. The Druid Warrior can change which allies gain the benefits of the Oak Sage at will and can choose other summoned creatures, but cannot choose the Oak Sage itself. The Druid Warrior and his selected allies must be within 10' (3 m) of the spirit per level of experience of the Druid Warrior to be affected by this ability.



2. Damage Resistance:



The spirits are very hard to damage and kill. A spirit is immune to damage from non-magical physical attacks, such as attacks from non-magical weapons and normal creatures, and only takes half damage from physical attacks from a magical source, such as a magical sword or from a natural weapon of a supernatural creature. However, the spirit takes full damage from magical spells, psionic powers, and energy weapons if applicable.



3. Range of Control:



The Spirit of Barbs must remain within 50' (15.2 m) of the Druid Warrior per level of experience.




Druid Warrior SpellsEdit

(Version 1.00 - Last Modified: 05/16/2004)Edit

Inspired by the Druid class in Diablo II from Blizzard Entertainment











Summon Carrion CreeperEdit

  • Range: The vine can be controlled at ranges up to 50' (15.2 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 400


· Description: This spell is used to summon a Carrion Creeper, a powerful plant creature that consumes the bodies of the dead in order to give the Druid Warrior increased strength. To perform the summoning ritual, the Druid Warrior is required to gather a few pieces of tree bark, a vine at least 1' (0.3 m) long, and 5 lbs (2.3 kg) of meat from a recently dead or killed animal. The Druid Warriors must remain in contact with the pile for three uninterrupted hours as the druid infuses the materials with PPE. After the hours are up, the Carrion Creeper will emerge from pile, consuming the materials. The spell creates only a single Carrier Creeper, but the vine cannot exist at the same time as the Poison Creeper or the Solar Creeper and summoning these other creatures will cause the Carrion Creeper to disappear.






Summon Dire BearEdit

  • Range: The bear can be controlled at ranges up to 100' (30.5 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 800


· Description: This spell is used to summon a Dire Bear, the most powerful animal companion available to the Druid Warrior. To perform the summoning ritual, the Druid Warrior is required to gather a small quantity of bear fur, a pile of clay, and a small bottle of blood that must be poured on the pile of fur and clay. The Druid Warriors must remain in contact with the pile of fur, clay, and blood for six uninterrupted hours as the druid infuses the materials with PPE. After the hours are up, the Dire Bear will emerge from pile, consuming the materials. The spell creates only a single Dire Bear, but the bear cannot exist at the same time as the Spirit Wolves or the Dire Wolves and summoning these other creatures will cause the Dire Bear to disappear.






Summon Dire WolfEdit

  • Range: The wolves can be controlled at ranges up to 100' (30.5 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 500


· Description: This spell is used to summon a Dire Wolf, a very powerful animal that often replaces the Druid Warrior's Spirit Wolves as favorite animal companion. To perform the summoning ritual, the Druid Warrior is required to gather a small quantity of animal fur, from any normal animal, a pile of clay, and a small bottle of blood that must be poured on the pile of fur and clay. The Druid Warriors must remain in contact with the pile of fur, clay, and blood for four uninterrupted hours as the druid infuses the materials with PPE. After the hours are up, the Dire Wolves will emerge from pile, consuming the materials. The spell will create one Dire Wolf for an eighth level Druid Warrior and an additional Dire Wolf at levels 10 and 12, for a maximum of three Dire Wolves. The Dire Wolves cannot exist at the same time as the Spirit Wolves or the Dire Bear and summoning these other creatures will cause the Dire Wolves to disappear.






Summon Heart of the WolverineEdit

  • Range: The spirit can be controlled at ranges up to 10' (3 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 550


· Description: This spell is used to summon the Heart of the Wolverine, a mysterious spirit that aids the Druid Warrior and his allies and make them stronger and faster. To perform the summoning ritual, the Druid Warrior is required to concentrate and focus their PPE for three hours. After the time is up, the Oak Sage will materialize in front of the Druid Warrior. The spell creates only a single Heart of the Wolverine, but the spirit cannot exist at the same time as the Oak Sage or the Spirit of Barbs and summoning these other creatures will cause the Heart of the Wolverine to disappear.






Summon Oak SageEdit

  • Range: The spirit can be controlled at ranges up to 10' (3 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 150


· Description: This spell is used to summon the Oak Sage, a mysterious spirit that aids the Druid Warrior and his allies and make them harder to kill. To perform the summoning ritual, the Druid Warrior is required to concentrate and focus their PPE for an hour. After the time is up, the Oak Sage will materialize in front of the Druid Warrior. The spell creates only a single Oak Sage, but the spirit cannot exist at the same time as the Heart of the Wolverine or the Spirit of Barbs and summoning these other creatures will cause the Oak Sage to disappear.






Summon Poison CreeperEdit

  • Range: The vine can be controlled at ranges up to 50' (15.2 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 150


· Description: This spell is used to summon a Poison Creeper, a useful plant creature that can protect the Druid Warrior and poison other creatures. To perform the summoning ritual, the Druid Warrior is required to gather a few pieces of tree bark, a vine at least 1' (0.3 m) long, and something poisonous to the Druid Warrior, which must be spread over the bark and the vine. The Druid Warriors must remain in contact with the pile for one uninterrupted hour as the druid infuses the materials with PPE. After the hour is up, the Poison Creeper will emerge from pile, consuming the materials. The spell creates only a single Poison Creeper, but the vine cannot exist at the same time as the Carrier Creeper or the Solar Creeper and summoning these other creatures will cause the Poison Creeper to disappear.






Summon Solar CreeperEdit

  • Range: The vine can be controlled at ranges up to 50' (15.2 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 500


· Description: This spell is used to summon a Solar Creeper, a useful plant creature that can protect the Druid Warrior and enhances the Druid Warriors magic. To perform the summoning ritual, the Druid Warrior is required to gather a few pieces of tree bark and a vine at least 2' (0.6 m) long. The Druid Warriors must remain in contact with the pile for five uninterrupted hours as the druid infuses the materials with PPE. After the hours are up, the Poison Creeper will emerge from pile, consuming the materials. The spell creates only a single Solar Creeper, but the vine cannot exist at the same time as the Carrier Creeper or the Poison Creeper and summoning these other creatures will cause the Solar Creeper to disappear.






Summon Spectral RavenEdit

  • Range: The ravens can be controlled at ranges up to 1 mile (1.6 km) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 100


· Description: This spell is used to summon a Spectral Raven, a useful animal companion for the Druid Warrior. To perform the summoning ritual, the Druid Warrior is required to gather a small quantity of bird feathers, from any normal bird, and clay. The Druid Warriors must remain in contact with the pile of feathers and clay for one uninterrupted hour as the druid infuses the materials with PPE. After the hour is up, the Spectral Ravens will emerge from pile, consuming the materials. The spell will create one Spectral Raven for a first level Druid Warrior and an additional Spectral Raven at levels 3, 5, 7, and 9, for a maximum of five Spectral Ravens.






Summon Spirit of BarbsEdit

  • Range: The spirit can be controlled at ranges up to 10' (3 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 900


· Description: This spell is used to summon the Spirit of Barbs, a mysterious spirit that aids the Druid Warrior and his allies and make them resistant to damage. To perform the summoning ritual, the Druid Warrior is required to concentrate and focus their PPE for six hours. After the time is up, the Oak Sage will materialize in front of the Druid Warrior. The spell creates only a single Spirit of Barbs, but the spirit cannot exist at the same time as the Heart of the Wolverine or the Oak Sage and summoning these other creatures will cause the Spirit of Barbs to disappear.






Summon Spirit WolfEdit

  • Range: The wolves can be controlled at ranges up to 100' (30.5 m) per level of experience.
  • Duration: Exists until destroyed
  • P.P.E.: 250


· Description: This spell is used to summon a Spirit Wolf, a powerful animal that will be a valuable ally for any Druid Warrior. To perform the summoning ritual, the Druid Warrior is required to gather a small quantity of animal fur, from any normal animal, a pile of clay, and a small bottle of blood that must be poured on the pile of fur and clay. The Druid Warriors must remain in contact with the pile of fur, clay, and blood for two uninterrupted hours as the druid infuses the materials with PPE. After the hours are up, the Spirit Wolves will emerge from pile, consuming the materials. The spell will create one Spirit Wolf for a third level Druid Warrior and an additional Spirit Wolf at levels 5, 6, 8, and 10, for a maximum of five Spirit Wolves. The Spirit Wolves cannot exist at the same time as the Dire Wolves or the Dire Bear and summoning these other creatures will cause the Spirit Wolves to disappear.



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